-------------------------------------RANDOM MIXED BIOMES BY GAMER---------------------------------------------- ------------------------------------- ABOUT ---------------------------------------------- This mod mixes up the biomes that spawn in each star class and randomizes them so that each star class has a equal probability of finding any of the biomes in the vanilla game. The biomes will no longer be limited to specific star types. All biomes have…

This mod expands upon underwater life by adding more sharks to oceanic planets aswell as increasing their max size Incompatible with any mods changing CREATUREDATATABLES aswell as UNDERWATERTABLECOMMON

First of all let me say THIS IS NOT MY MOD I downloaded this way back in the days of No Man's Sky launch and have used it ever since. It changes the red dot on creatures to be scanned to a red triangle with an exclamtion mark and so making it easier to find those that you have missed.

Simple mod to remove the Scanlines, Chromatic Aberration and the Vignette has branched out into all of these variants. Please select only one and Enjoy. [_NoScanlinesNoChromaNoVignette.pak] No Chromatic aberration, No Scanlines and No darkening at the top of the screen [_NoScanlinesNoVignette.pak] No Scanlines and No darkening at the top of the screen, Chromatic aberration still there. [_JustVignetteGone.pak] Scanlines are still there but no darkening at the top of the screen. -for TheMercsAssassin [_EverythingGoneButVignette.pak] No scanlines, No chroma, only a slight…

_MOD.Faster_Scan.pak This mod makes the scanner recharge faster after a scan. _MOD.Faster_Scan_plus_binoc.pak This mod makes the scanner recharge faster after a scan and lets you use the binocular to identify plants, creatures and other objects more quickly. _MOD.Faster_Scan_plus_binoc_TempAllRunes.pak The same as _MOD.Faster_Scan_plus_binoc.pak, but Temporarily reveals all glyphs. As long as this mod file is active, you have all glyphs. If you delete this mod file, the previous state is restored. If you had no or only one or more glyphs,…

This Mod removes the RNG for ship and multitool classes, slots and stats. Each ship and multitool you encounter ingame will have the best class, maximum stats and slots. If its possible to encounter a ship in S class it will spawn as S class. If you're in a poor system it will spawn as A class. (you can choose the second mod file if you want always S class instead) Because there seems to be a little misunderstanding what…

NMS-MCD - a little No Man's Sky Mod Conflict Detector and ModManager [edit/compare/merge] The program compares the contents of the PAK files and merges them into a single pak-file. MOD's that use the same files are filtered out and can be edited. The program unpacks the mods into a temporary directory and compares the contents if duplicate files are present. The PSARCTool is used internally to unpack the PAK files. The MBIN files are unpacked with the MBINCompiler. Many thanks…

I don't know why freighters warping in/out have to sound like armageddon. Aside from the fact that it would actually be silent in space, I don't know what the devs were thinking layering 2-5 explosion sounds on top of each other....OW, my ears!. This mod replaces the warp sound with a 'woosh' sound that is considerably quieter and does not sound like the world exploded. (Unfortunately it can sometimes be a bit loud when several ships warp in simultaneously since…

I hate constantly being talked at while playing, especially when almost all voiced notifications already double an on-screen message. This mod replaces MOST (but not all) of the voice-over notifications in English (the most frequent ones) with a brief, innocuous 'blip' sound. (The blip is useful when, for instance, you are scanning materials, just so you know it worked.) Otherwise you are left in blissful silence. Compatible with NEXT v 1.60 This mod affects the following files: /AUDIO/WINDOWS/ENGLISH(US)/1032826641.WEM /AUDIO/WINDOWS/ENGLISH(US)/105331281.WEM /AUDIO/WINDOWS/ENGLISH(US)/117536789.WEM…

This mod is an attempt to make rain more visually convincing. It reduces the effect of raindrops falling together in clumps. (It looks a bit better in motion than in the screenshots.) I also attempted to reduce the effect of the smoke/fog clouds rolling around without eliminating it entirely. UPDATE: The mod appears to work the same in NEXT without any further modifications. Unless I get reports of any problems, I'm declaring it compatible.

Ever been annoyed by the amount you can stack? Well i have and that is the reason i made this mod. This is another example of what can be done with my NMS injector. There are 3 versions of this mod choose only one of them. - Solid Stacks: All products can now stack up to 10 over all your inventorys! Elements will stack 500 high in your exosuit inventory, 1000 high in your spaceship and 2000 in your freighter…

Modifies Standing Lights. Increases Light Intensity and makes 2 of the lights more directional instead of lighting around the light stand. And one of the stands has been left as default but has intensity increased.

I never really thought it was exactly fair to have those whip vines hanging from the ceiling in abandoned buildings since you can't use your multi-tool to destroy them. This mod removes the tentacles from abandoned buildings. The whip vines will still appear out in the wild. This modifies the following files: .\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\ABANDONED\ABANDONDEDSCIENTIFIC.LSYSTEM.MBIN .\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\ABANDONED\ABANDONDEDTRADER.LSYSTEM.MBIN .\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\ABANDONED\ABANDONDEDWARRIOR.LSYSTEM.MBIN .\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\ABANDONED\UNDERWATER_ABANDONDEDSCIENTIFIC.LSYSTEM.MBIN .\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\ABANDONED\UNDERWATER_ABANDONDEDTRADER.LSYSTEM.MBIN .\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\ABANDONED\UNDERWATER_ABANDONDEDWARRIOR.LSYSTEM.MBIN .\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\FACTORY\FACTORYSCIENTIFIC_ABANDONDED.LSYSTEM.MBIN .\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\FACTORY\FACTORYTRADER_ABANDONDED.LSYSTEM.MBIN .\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\HARVESTER\HARVESTERSCIENTIFIC_ABANDONDED.LSYSTEM.MBIN .\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\HARVESTER\HARVESTERTRADER_ABANDONDED.LSYSTEM.MBIN .\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\OBSERVATORY\OBSERVATORYSCIENTIFIC_ABANDONDED.LSYSTEM.MBIN .\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\OBSERVATORY\OBSERVATORYTRADER_ABANDONDED.LSYSTEM.MBIN .\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\RADIOTOWER\RADIOTOWERSCIENTIFIC_ABANDONDED.LSYSTEM.MBIN .\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\RADIOTOWER\RADIOTOWERTRADER_ABANDONDED.LSYSTEM.MBIN .\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\SHOP\SHOPTRADER_ABANDONDED.LSYSTEM.MBIN .\MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\SHOP\SHOPWARRIOR_ABANDONDED.LSYSTEM.MBIN Compatible with NEXT.

So Hello Games added a new trading system in 1.3 which is very cool but unfortunately only limited to specific 35 trade goods. In 1.5 for some reason they removed trade goods entirely from the space stations and other sales places so I added them back in. I decided to make every product and substance in the game also be affected by this new trade system. Basically, every item in the game now belongs to a certain class of items…

With NEXT came a whole new analysis visor view, and like many others I found things about it to be ugly and annoying. Ian's Analysis Visor has been almost totally reworked and reimagined for NEXT. I wanted to keep the things that I like about the new visor, and discard anything I didn't. I think the layout looks better this way, is easier to read, and the visor can now cut through storms and haze when visibility drops.

Due to people not able to respect my request I have moved this mod to be on nexus only where I can moderate users. I will regularly clear this pages chat from now on so if you want to leave me a comment please do so in nexus. Follow this link to go to the Nexus page if you want this mod No Charge Portals on Nexus NOTE: download link will only give you a zip file with a…

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